redgreensunset wrote: »No. There's already too many cases where pvp is forced on pve players with no opt out. And as pointed out above the possibilities for griefing are legio. If you want to pvp go to Cyrodiil or IC. Or be original at least just a tiny bit original and ask for a new pvp expansion rather than try to force pvp on players that don't want to pvp.
Of course pvpers are not exactly known for their creativity so perhaps I am asking for the impossible here.
Donny_Vito wrote: »redgreensunset wrote: »No. There's already too many cases where pvp is forced on pve players with no opt out. And as pointed out above the possibilities for griefing are legio. If you want to pvp go to Cyrodiil or IC. Or be original at least just a tiny bit original and ask for a new pvp expansion rather than try to force pvp on players that don't want to pvp.
Of course pvpers are not exactly known for their creativity so perhaps I am asking for the impossible here.
How is the bold statement even true? You are never forced to do PvP. You don't have to do the PvP events if you don't want, and you don't need any PvP skill lines if you're strictly PvE'ing. They might help, but no one is forcing you to run that content.
You choose to.
Donny_Vito wrote: »redgreensunset wrote: »No. There's already too many cases where pvp is forced on pve players with no opt out. And as pointed out above the possibilities for griefing are legio. If you want to pvp go to Cyrodiil or IC. Or be original at least just a tiny bit original and ask for a new pvp expansion rather than try to force pvp on players that don't want to pvp.
Of course pvpers are not exactly known for their creativity so perhaps I am asking for the impossible here.
How is the bold statement even true? You are never forced to do PvP. You don't have to do the PvP events if you don't want, and you don't need any PvP skill lines if you're strictly PvE'ing. They might help, but no one is forcing you to run that content.
You choose to.
TheShadowScout wrote: »It has all been said.
They had plans, found numerous issues during conceptual stage, scrapped those plans and made a big fat "NOPE" on the whole idea.
Half the playerbase who were eager to gank those hapless questers who follow TG and DB stories sighed in disappointment... and the other half cheered in the knowledge they won't get ganked unless they actually go into cyrodil or other PvPlaces.
And until and unless the poweers that be change their mind on this... its hardly worth discussing.
If youre a good thief and assassin you shouldnt even have a bounty. All it did was take away all the danger from being a criminal. Which is sad tbh, completely gutted the depth of the game. They could have at least implemented it in cyrodiil or ic.
Unfortunately in some storylines that are pve only, you will probably get a bounty, no matter what class you're playing. Doing pve stories in Morrowind I ended up with a LOT of bounties on my dk, sorcerer, templar, and even the nb who is supposed to be stealthy. Why should I have hyper pvp players trying to kill my character for doing pve stories? Sneaking around to free slaves isn't thieving or assassination, but trespassing and getting noticed does get a bounty.
There is also the problem of players exploiting the daylights out of a bounty system, and griefing other players. I'm satisfied the devs realized the issues and decided to not go with the full justice system.
I dont think the bounties should be for petty amounts, only for an exorbitant amount, then people would have enough time to pay their bounties at said guilds and be done with it. The canning of the justice system was pure laziness, nothing more, they could have adressed all the issues the players had by tweaking the system here and there, instead, they just said hek it. It would have added a HUGE amount of depth to the fighters guild, could have lead to interesting conflicts between guilds, added for interesting player choices, and we lost all that because of laziness.
CMDR_Un1k0rn wrote: »Sorry mate, way too late. Sure ZOS would be well within their right to make these kind of changes and bring back these ideas, but at this point in the game's life...
Well player's aren't obligated to like new mechanics and something tells me the return of this old idea would possibly kill the game for many, many people.
It's cliche, but frankly I think at this point the only reasonable rebuttal is go to Cyrodiil, Imperial City or Battlegrounds.
With that said, there's nothing wrong with a new PvP expansion to the style of Imperial City. In fact I think it's long overdue.
But most of the zones are now long-established as PvE. Once people "settle", expect fierce opposition to drastic changes. The same would happen if PvP activities were hindered in Cyrodiil, for example.
Your last point is a telling one. Compare this thread to those where PvEers call for a PvE instance of Cyrodiil, and you'll see all the "Cyrodiil is a PvP zone, if you don't want to PvP don't go there" comments, but as soon as a thread like this appears calling for PvP in PvE zones those commenters soon change their tune!
Donny_Vito wrote: »redgreensunset wrote: »No. There's already too many cases where pvp is forced on pve players with no opt out. And as pointed out above the possibilities for griefing are legio. If you want to pvp go to Cyrodiil or IC. Or be original at least just a tiny bit original and ask for a new pvp expansion rather than try to force pvp on players that don't want to pvp.
Of course pvpers are not exactly known for their creativity so perhaps I am asking for the impossible here.
How is the bold statement even true? You are never forced to do PvP. You don't have to do the PvP events if you don't want, and you don't need any PvP skill lines if you're strictly PvE'ing. They might help, but no one is forcing you to run that content.
You choose to.
No-one is forcing you to run the PvP skill lines, but you do have to open them up if you want the login rewards that follow the APs that grant them. You are also forced into PvP if you want the Master Angler achievement that relates to a PvE activity in predominantly PvE zones but which you can't complete without going to Cyrodiil. You also get switched into combat mode when you pass dueling AoEs.
I'm not saying that these things are overly troublesome, but they do support the view that PvP is sometimes forced on those who want nothing to do with it.
I hate watching other players crap disrespectfully over other players' ideas in the forum. You can tell them their idea won't happen and why, but you don't have to be a d!$k about it.
A lot of players (myself included) wanted this, and we know it won't happen. Just let us dream without yelling at us.
I hate watching other players crap disrespectfully over other players' ideas in the forum. You can tell them their idea won't happen and why, but you don't have to be a d!$k about it.
A lot of players (myself included) wanted this, and we know it won't happen. Just let us dream without yelling at us.
As far as the original post this has been just a normal discussion. As far as those who have contributed false statements that this game was PvP focused, not PvE focused early on, falsehoods that the original dev team made this a PvP focused game, and the petty comment that PvE carebears are the reason this will not happen (clearly coming from someone who cannot handle going against actual PvP players). are all a different story but it is they that worked to change the tone of this thread.
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
Oh, I would agree on that. And I wish they would add a PvE "danger" to criminal activities to make up for the scrapped PvP part of the justice system... because I for one - like- playing smart to avoid bounties. But that is why I come up with ideas like: https://forums.elderscrollsonline.com/en/discussion/498004/for-great-justice-iiTheShadowScout wrote: »It has all been said.
They had plans, found numerous issues during conceptual stage, scrapped those plans and made a big fat "NOPE" on the whole idea.
Half the playerbase who were eager to gank those hapless questers who follow TG and DB stories sighed in disappointment... and the other half cheered in the knowledge they won't get ganked unless they actually go into cyrodil or other PvPlaces.
And until and unless the poweers that be change their mind on this... its hardly worth discussing.
If youre a good thief and assassin you shouldnt even have a bounty. All it did was take away all the danger from being a criminal. Which is sad tbh, completely gutted the depth of the game...
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
If it were so easy to implement Zos would have done so as it was their intent at the start. Of course it would not have been the design you suggest as it would not make sense to force much of the player base to not partake in a significant part of the system that was not an issue before hand.
I hate watching other players crap disrespectfully over other players' ideas in the forum. You can tell them their idea won't happen and why, but you don't have to be a d!$k about it.
A lot of players (myself included) wanted this, and we know it won't happen. Just let us dream without yelling at us.
As far as the original post this has been just a normal discussion. As far as those who have contributed false statements that this game was PvP focused, not PvE focused early on, falsehoods that the original dev team made this a PvP focused game, and the petty comment that PvE carebears are the reason this will not happen (clearly coming from someone who cannot handle going against actual PvP players). are all a different story but it is they that worked to change the tone of this thread.
Except this game originally was geared towards PvPers. The original trailers were focused on the war in Cyrodiil, and the original cinematic trailers were based on an epic battle between 3 alliances. The PvE was also way more challenging with veteran zones and adventure zones aka Craglorn. Then the original developers were replaced and this game went full casual-PvE mode. This game has been a huge bait and switch. Honestly I think the only reason why I still keep up with the game is in hope that they'll return to their roots, but none of their recent behavior is indicating this.
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
If it were so easy to implement Zos would have done so as it was their intent at the start. Of course it would not have been the design you suggest as it would not make sense to force much of the player base to not partake in a significant part of the system that was not an issue before hand.
The design I suggested was the one ZOS came up with. When the devs were swapped out they dropped the idea.
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
If it were so easy to implement Zos would have done so as it was their intent at the start. Of course it would not have been the design you suggest as it would not make sense to force much of the player base to not partake in a significant part of the system that was not an issue before hand.
The design I suggested was the one ZOS came up with. When the devs were swapped out they dropped the idea.
DaveMoeDee wrote: »It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
If it were so easy to implement Zos would have done so as it was their intent at the start. Of course it would not have been the design you suggest as it would not make sense to force much of the player base to not partake in a significant part of the system that was not an issue before hand.
The design I suggested was the one ZOS came up with. When the devs were swapped out they dropped the idea.
ZOS are still the devs. They never stopped being the devs.
Or is there a particular employee you are talking about when you make this sweeping claim?
DaveMoeDee wrote: »It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
If it were so easy to implement Zos would have done so as it was their intent at the start. Of course it would not have been the design you suggest as it would not make sense to force much of the player base to not partake in a significant part of the system that was not an issue before hand.
The design I suggested was the one ZOS came up with. When the devs were swapped out they dropped the idea.
ZOS are still the devs. They never stopped being the devs.
Or is there a particular employee you are talking about when you make this sweeping claim?
https://youtu.be/zAFdcsmJlKE DaveMoeDee wrote: »I hate watching other players crap disrespectfully over other players' ideas in the forum. You can tell them their idea won't happen and why, but you don't have to be a d!$k about it.
A lot of players (myself included) wanted this, and we know it won't happen. Just let us dream without yelling at us.
As far as the original post this has been just a normal discussion. As far as those who have contributed false statements that this game was PvP focused, not PvE focused early on, falsehoods that the original dev team made this a PvP focused game, and the petty comment that PvE carebears are the reason this will not happen (clearly coming from someone who cannot handle going against actual PvP players). are all a different story but it is they that worked to change the tone of this thread.
Except this game originally was geared towards PvPers. The original trailers were focused on the war in Cyrodiil, and the original cinematic trailers were based on an epic battle between 3 alliances. The PvE was also way more challenging with veteran zones and adventure zones aka Craglorn. Then the original developers were replaced and this game went full casual-PvE mode. This game has been a huge bait and switch. Honestly I think the only reason why I still keep up with the game is in hope that they'll return to their roots, but none of their recent behavior is indicating this.
It was not "geared" towards PvPers from the start. PvP was one of the game modes from the start. One of many features they hoped players would enjoy. Look at the tons of narrative content from day one. It was geared toward PvE, if anything. PvP was an activity players could also enjoy.
I'm not sure why you think the original trailers are PvP focused. They are focused on the base game story. The war is part of that story. If you actually re-watch the trailers, you will see three protagonists fighting the same enemy. It looks nothing like a PvP focused game. Maybe you are caught up on the one trailer that had the siege equipment that was clearly meant to hype the PvP. Yes, they also marketed their PvP. They
The game is what it was at launch. Narrative rich.
This false narrative is getting old. Stop trying to promote PvP from one of the features to some unique focus of the game. Changes in developers didn't demote Cyrodiil. It was there to attract people who wanted PvP. It was never the focus of the game in marketing or in design. It is easy to make arguments like yours. I can make one claiming that since PvP is introduced at level 10 and Craglorn originally required you to be at a higher level, Craglorn was endgame and PvP wasn't. These kinds of arguments just get silly. It ends up being 2 people fishing for arguments to talk past the other.
https://youtu.be/lLcQCkJFsG0 It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
You can't be hunted inside towns.... hm.... You do realize the *town* guards who walk patrols in *town* might have a different opinion, right?
DaveMoeDee wrote: »It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
If it were so easy to implement Zos would have done so as it was their intent at the start. Of course it would not have been the design you suggest as it would not make sense to force much of the player base to not partake in a significant part of the system that was not an issue before hand.
The design I suggested was the one ZOS came up with. When the devs were swapped out they dropped the idea.
ZOS are still the devs. They never stopped being the devs.
Or is there a particular employee you are talking about when you make this sweeping claim?
From their own mouth:https://youtu.be/zAFdcsmJlKE
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
This approach of claiming that it isn't forcing PvP on anyone if you have the option of not doing the PvE content and amassing a bounty or can only do so in a particular way is a tired one that's been rejected so many times. PvE crimes in PvE areas should not have PvP penalties, it'a really that simple.Every time people suggest that a PvP element would be optional, they wreck their own argument by making it perfectly clear that the optional bit involves restricting or otherwise changing the way the PvE content is run.
As for making guards killable, that opens up another whole method of exploitation as well as littering the cities with even more corpses than the few through the Dark Brotherhood quests that generate a lot of complaints from players already.
DaveMoeDee wrote: »I hate watching other players crap disrespectfully over other players' ideas in the forum. You can tell them their idea won't happen and why, but you don't have to be a d!$k about it.
A lot of players (myself included) wanted this, and we know it won't happen. Just let us dream without yelling at us.
As far as the original post this has been just a normal discussion. As far as those who have contributed false statements that this game was PvP focused, not PvE focused early on, falsehoods that the original dev team made this a PvP focused game, and the petty comment that PvE carebears are the reason this will not happen (clearly coming from someone who cannot handle going against actual PvP players). are all a different story but it is they that worked to change the tone of this thread.
Except this game originally was geared towards PvPers. The original trailers were focused on the war in Cyrodiil, and the original cinematic trailers were based on an epic battle between 3 alliances. The PvE was also way more challenging with veteran zones and adventure zones aka Craglorn. Then the original developers were replaced and this game went full casual-PvE mode. This game has been a huge bait and switch. Honestly I think the only reason why I still keep up with the game is in hope that they'll return to their roots, but none of their recent behavior is indicating this.
It was not "geared" towards PvPers from the start. PvP was one of the game modes from the start. One of many features they hoped players would enjoy. Look at the tons of narrative content from day one. It was geared toward PvE, if anything. PvP was an activity players could also enjoy.
I'm not sure why you think the original trailers are PvP focused. They are focused on the base game story. The war is part of that story. If you actually re-watch the trailers, you will see three protagonists fighting the same enemy. It looks nothing like a PvP focused game. Maybe you are caught up on the one trailer that had the siege equipment that was clearly meant to hype the PvP. Yes, they also marketed their PvP. They
The game is what it was at launch. Narrative rich.
This false narrative is getting old. Stop trying to promote PvP from one of the features to some unique focus of the game. Changes in developers didn't demote Cyrodiil. It was there to attract people who wanted PvP. It was never the focus of the game in marketing or in design. It is easy to make arguments like yours. I can make one claiming that since PvP is introduced at level 10 and Craglorn originally required you to be at a higher level, Craglorn was endgame and PvP wasn't. These kinds of arguments just get silly. It ends up being 2 people fishing for arguments to talk past the other.
Except it washttps://youtu.be/lLcQCkJFsG0
It would be an easy system to implement. Your character can't be hunted inside towns, and you'll only be flagged so long as you have a bounty on you and you're outside of town. Meaning, if you pay off your bounty via guard you'll have nothing to worry about. I would make guards killable though in order to make things interesting. This isn't forcing PvP on anyone. If you active this PvP system it's because you invited it.
This approach of claiming that it isn't forcing PvP on anyone if you have the option of not doing the PvE content and amassing a bounty or can only do so in a particular way is a tired one that's been rejected so many times. PvE crimes in PvE areas should not have PvP penalties, it'a really that simple.Every time people suggest that a PvP element would be optional, they wreck their own argument by making it perfectly clear that the optional bit involves restricting or otherwise changing the way the PvE content is run.
As for making guards killable, that opens up another whole method of exploitation as well as littering the cities with even more corpses than the few through the Dark Brotherhood quests that generate a lot of complaints from players already.
No argument wrecked here. Don't want to get hunted by players? Don't get caught and leave town with a bounty. If you get caught trying to steal and leave town with a bounty be prepared for a player to do that the guard couldn't. It's an extra incentive to not get caught. It'll be a good addition to the game if they add it.